diff options
| author | Ray <[email protected]> | 2021-03-19 19:43:44 +0100 |
|---|---|---|
| committer | Ray <[email protected]> | 2021-03-19 19:43:44 +0100 |
| commit | 990906871435fa056d9002810c9f4a46076207bb (patch) | |
| tree | 818754766a127aed414cdf060093d443107d44d1 /src/core.c | |
| parent | e28f754fbe9a7414be89e76359453ef663dc088f (diff) | |
| download | raylib-990906871435fa056d9002810c9f4a46076207bb.tar.gz raylib-990906871435fa056d9002810c9f4a46076207bb.zip | |
Removed trailing spaces
Diffstat (limited to 'src/core.c')
| -rw-r--r-- | src/core.c | 74 |
1 files changed, 37 insertions, 37 deletions
@@ -153,7 +153,7 @@ #if defined(SUPPORT_COMPRESSION_API) #define SINFL_IMPLEMENTATION #include "external/sinfl.h" - + #define SDEFL_IMPLEMENTATION #include "external/sdefl.h" #endif @@ -906,7 +906,7 @@ void CloseWindow(void) close(CORE.Input.Keyboard.fd); CORE.Input.Keyboard.fd = -1; } - + for (int i = 0; i < sizeof(CORE.Input.eventWorker)/sizeof(InputEventWorker); ++i) { if (CORE.Input.eventWorker[i].threadId) @@ -914,7 +914,7 @@ void CloseWindow(void) pthread_join(CORE.Input.eventWorker[i].threadId, NULL); } } - + if (CORE.Input.Gamepad.threadId) pthread_join(CORE.Input.Gamepad.threadId, NULL); #endif @@ -1044,24 +1044,24 @@ void ToggleFullscreen(void) if (!monitor) { TRACELOG(LOG_WARNING, "GLFW: Failed to get monitor"); - + CORE.Window.fullscreen = false; // Toggle fullscreen flag CORE.Window.flags &= ~FLAG_FULLSCREEN_MODE; - + glfwSetWindowMonitor(CORE.Window.handle, NULL, 0, 0, CORE.Window.screen.width, CORE.Window.screen.height, GLFW_DONT_CARE); return; } - + CORE.Window.fullscreen = true; // Toggle fullscreen flag CORE.Window.flags |= FLAG_FULLSCREEN_MODE; - + glfwSetWindowMonitor(CORE.Window.handle, monitor, 0, 0, CORE.Window.screen.width, CORE.Window.screen.height, GLFW_DONT_CARE); } else { CORE.Window.fullscreen = false; // Toggle fullscreen flag CORE.Window.flags &= ~FLAG_FULLSCREEN_MODE; - + glfwSetWindowMonitor(CORE.Window.handle, NULL, CORE.Window.position.x, CORE.Window.position.y, CORE.Window.screen.width, CORE.Window.screen.height, GLFW_DONT_CARE); } @@ -1506,7 +1506,7 @@ int GetCurrentMonitor(void) int y = 0; glfwGetWindowPos(CORE.Window.handle, &x, &y); - + for (int i = 0; i < monitorCount; i++) { int mx = 0; @@ -1557,7 +1557,7 @@ int GetMonitorWidth(int monitor) { int count = 0; const GLFWvidmode *modes = glfwGetVideoModes(monitors[monitor], &count); - + // We return the maximum resolution available, the last one in the modes array if (count > 0) return modes[count - 1].width; else TRACELOG(LOG_WARNING, "GLFW: Failed to find video mode for selected monitor"); @@ -1578,7 +1578,7 @@ int GetMonitorHeight(int monitor) { int count = 0; const GLFWvidmode *modes = glfwGetVideoModes(monitors[monitor], &count); - + // We return the maximum resolution available, the last one in the modes array if (count > 0) return modes[count - 1].height; else TRACELOG(LOG_WARNING, "GLFW: Failed to find video mode for selected monitor"); @@ -1912,7 +1912,7 @@ void BeginMode3D(Camera3D camera) rlLoadIdentity(); // Reset current matrix (projection) float aspect = (float)CORE.Window.currentFbo.width/(float)CORE.Window.currentFbo.height; - + double top = 0; if (camera.projection == CAMERA_PERSPECTIVE) top = RL_CULL_DISTANCE_NEAR*tan(camera.fovy*0.5*DEG2RAD); else if (camera.projection == CAMERA_ORTHOGRAPHIC) top = camera.fovy/2.0; @@ -2600,7 +2600,7 @@ unsigned char *CompressData(unsigned char *data, int dataLength, int *compDataLe int bounds = sdefl_bound(dataLength); compData = (unsigned char *)RL_CALLOC(bounds, 1); *compDataLength = sdeflate(&sdefl, compData, data, dataLength, COMPRESSION_QUALITY_DEFLATE); // Compression level 8, same as stbwi - + TraceLog(LOG_INFO, "SYSTEM: Data compressed: Original size: %i -> Comp. size: %i\n", dataLength, compDataLength); #endif @@ -2617,10 +2617,10 @@ unsigned char *DecompressData(unsigned char *compData, int compDataLength, int * data = RL_CALLOC(MAX_DECOMPRESSION_SIZE*1024*1024, 1); int length = sinflate(data, compData, compDataLength); unsigned char *temp = RL_REALLOC(data, length); - + if (temp != NULL) data = temp; else TRACELOG(LOG_WARNING, "SYSTEM: Failed to re-allocate required decompression memory"); - + *dataLength = length; TraceLog(LOG_INFO, "SYSTEM: Data compressed: Original size: %i -> Comp. size: %i\n", dataLength, compDataLength); @@ -3184,7 +3184,7 @@ Vector2 GetTouchPosition(int index) #if defined(PLATFORM_WEB) || defined(PLATFORM_RPI) || defined(PLATFORM_DRM) || defined(PLATFORM_UWP) if (index < MAX_TOUCH_POINTS) position = CORE.Input.Touch.position[index]; else TRACELOG(LOG_WARNING, "INPUT: Required touch point out of range (Max touch points: %i)", MAX_TOUCH_POINTS); - + // TODO: Touch position scaling required? #endif @@ -3297,7 +3297,7 @@ static bool InitGraphicsDevice(int width, int height) else glfwWindowHint(GLFW_SCALE_TO_MONITOR, GLFW_FALSE); #endif - if (CORE.Window.flags & FLAG_MSAA_4X_HINT) + if (CORE.Window.flags & FLAG_MSAA_4X_HINT) { TRACELOG(LOG_INFO, "DISPLAY: Trying to enable MSAA x4"); glfwWindowHint(GLFW_SAMPLES, 4); // Tries to enable multisampling x4 (MSAA), default is 0 @@ -3339,7 +3339,7 @@ static bool InitGraphicsDevice(int width, int height) } #if defined(PLATFORM_DESKTOP) - // NOTE: GLFW 3.4+ defers initialization of the Joystick subsystem on the first call to any Joystick related functions. + // NOTE: GLFW 3.4+ defers initialization of the Joystick subsystem on the first call to any Joystick related functions. // Forcing this initialization here avoids doing it on `PollInputEvents` called by `EndDrawing` after first frame has been just drawn. // The initialization will still happen and possible delays still occur, but before the window is shown, which is a nicer experience. // REF: https://github.com/raysan5/raylib/issues/1554 @@ -4189,9 +4189,9 @@ static void InitTimer(void) { srand((unsigned int)time(NULL)); // Initialize random seed -// Setting a higher resolution can improve the accuracy of time-out intervals in wait functions. -// However, it can also reduce overall system performance, because the thread scheduler switches tasks more often. -// High resolutions can also prevent the CPU power management system from entering power-saving modes. +// Setting a higher resolution can improve the accuracy of time-out intervals in wait functions. +// However, it can also reduce overall system performance, because the thread scheduler switches tasks more often. +// High resolutions can also prevent the CPU power management system from entering power-saving modes. // Setting a higher resolution does not improve the accuracy of the high-resolution performance counter. #if defined(_WIN32) && defined(SUPPORT_WINMM_HIGHRES_TIMER) && !defined(SUPPORT_BUSY_WAIT_LOOP) && !defined(PLATFORM_UWP) timeBeginPeriod(1); // Setup high-resolution timer to 1ms (granularity of 1-2 ms) @@ -4280,7 +4280,7 @@ static void PollInputEvents(void) #if defined(PLATFORM_RPI) || defined(PLATFORM_DRM) // Register previous keys states for (int i = 0; i < 512; i++) CORE.Input.Keyboard.previousKeyState[i] = CORE.Input.Keyboard.currentKeyState[i]; - + PollKeyboardEvents(); // Register previous mouse states @@ -4291,7 +4291,7 @@ static void PollInputEvents(void) CORE.Input.Mouse.previousButtonState[i] = CORE.Input.Mouse.currentButtonState[i]; CORE.Input.Mouse.currentButtonState[i] = CORE.Input.Mouse.currentButtonStateEvdev[i]; } - + // Register gamepads buttons events for (int i = 0; i < MAX_GAMEPADS; i++) { @@ -4366,8 +4366,8 @@ static void PollInputEvents(void) for (int k = 0; (buttons != NULL) && (k < GLFW_GAMEPAD_BUTTON_DPAD_LEFT + 1) && (k < MAX_GAMEPAD_BUTTONS); k++) { - GamepadButton button = -1; - + GamepadButton button = -1; + switch (k) { case GLFW_GAMEPAD_BUTTON_Y: button = GAMEPAD_BUTTON_RIGHT_FACE_UP; break; @@ -4391,7 +4391,7 @@ static void PollInputEvents(void) case GLFW_GAMEPAD_BUTTON_RIGHT_THUMB: button = GAMEPAD_BUTTON_RIGHT_THUMB; break; default: break; } - + if (button != -1) // Check for valid button { if (buttons[k] == GLFW_PRESS) @@ -4450,7 +4450,7 @@ static void PollInputEvents(void) for (int j = 0; (j < gamepadState.numButtons) && (j < MAX_GAMEPAD_BUTTONS); j++) { GamepadButton button = -1; - + // Gamepad Buttons reference: https://www.w3.org/TR/gamepad/#gamepad-interface switch (j) { @@ -4472,7 +4472,7 @@ static void PollInputEvents(void) case 15: button = GAMEPAD_BUTTON_LEFT_FACE_RIGHT; break; default: break; } - + if (button != -1) // Check for valid button { if (gamepadState.digitalButton[j] == 1) @@ -4609,10 +4609,10 @@ static void WindowSizeCallback(GLFWwindow *window, int width, int height) CORE.Window.currentFbo.width = width; CORE.Window.currentFbo.height = height; CORE.Window.resizedLastFrame = true; - + if(IsWindowFullscreen()) return; - + // Set current screen size CORE.Window.screen.width = width; CORE.Window.screen.height = height; @@ -4697,7 +4697,7 @@ static void KeyCallback(GLFWwindow *window, int key, int scancode, int action, i } } else -#endif // SUPPORT_GIF_RECORDING +#endif // SUPPORT_GIF_RECORDING { TakeScreenshot(TextFormat("screenshot%03i.png", screenshotCounter)); screenshotCounter++; @@ -5406,7 +5406,7 @@ static void InitEvdevInput(void) char path[MAX_FILEPATH_LENGTH]; DIR *directory; struct dirent *entity; - + // Initialise keyboard file descriptor CORE.Input.Keyboard.fd = -1; @@ -5669,7 +5669,7 @@ static void PollKeyboardEvents(void) struct input_event event; int keycode; - + // Try to read data from the keyboard and only continue if successful while (read(fd, &event, sizeof(event)) == (int)sizeof(event)) { @@ -5762,7 +5762,7 @@ static void *EventThread(void *arg) { CORE.Input.Mouse.position.x = (event.value - worker->absRange.x)*CORE.Window.screen.width/worker->absRange.width; // Scale acording to absRange CORE.Input.Touch.position[0].x = (event.value - worker->absRange.x)*CORE.Window.screen.width/worker->absRange.width; // Scale acording to absRange - + #if defined(SUPPORT_GESTURES_SYSTEM) touchAction = TOUCH_MOVE; gestureUpdate = true; @@ -5807,7 +5807,7 @@ static void *EventThread(void *arg) if(event.code == ABS_PRESSURE) { int previousMouseLeftButtonState = CORE.Input.Mouse.currentButtonStateEvdev[MOUSE_LEFT_BUTTON]; - + if(!event.value && previousMouseLeftButtonState) { CORE.Input.Mouse.currentButtonStateEvdev[MOUSE_LEFT_BUTTON] = 0; @@ -5817,7 +5817,7 @@ static void *EventThread(void *arg) gestureUpdate = true; #endif } - + if(event.value && !previousMouseLeftButtonState) { CORE.Input.Mouse.currentButtonStateEvdev[MOUSE_LEFT_BUTTON] = 1; @@ -6079,7 +6079,7 @@ void UWPKeyDownEvent(int key, bool down, bool controlKey) } } else -#endif // SUPPORT_GIF_RECORDING +#endif // SUPPORT_GIF_RECORDING { TakeScreenshot(TextFormat("screenshot%03i.png", screenshotCounter)); screenshotCounter++; |
